Files
wagic/projects/mtg/src/GameObserver.cpp
Anthony Calosa 4b9f94c9ae added auraward, added event for unattach, added statebased check for protection from quality
auraward -> an exception for protection from quality used for aura, like
flickering ward
added event for unattach
added state based check for protection from quality.
702.16c A permanent or player with protection can’t be enchanted by
Auras that have the stated
quality. Such Auras attached to the permanent or player with protection
will be put into their
owners’ graveyards as a state-based action.

702.16d A permanent with protection can’t be equipped by Equipment that
have the stated quality
or fortified by Fortifications that have the stated quality. Such
Equipment or Fortifications
become unattached from that permanent as a state-based action, but
remain on the battlefield.
2015-09-22 17:11:40 +08:00

2066 lines
64 KiB
C++

#include "PrecompiledHeader.h"
#include "GameObserver.h"
#include "CardGui.h"
#include "Damage.h"
#include "Rules.h"
#include "ExtraCost.h"
#include "Subtypes.h"
#include <JLogger.h>
#include <JRenderer.h>
#include "MTGGamePhase.h"
#include "GuiPhaseBar.h"
#include "AIPlayerBaka.h"
#include "MTGRules.h"
#include "Trash.h"
#include "DeckManager.h"
#include "GuiCombat.h"
#include <algorithm>
#ifdef TESTSUITE
#include "TestSuiteAI.h"
#endif
#ifdef NETWORK_SUPPORT
#include "NetworkPlayer.h"
#endif
void GameObserver::cleanup()
{
SAFE_DELETE(targetChooser);
SAFE_DELETE(mLayers);
SAFE_DELETE(phaseRing);
SAFE_DELETE(replacementEffects);
for (size_t i = 0; i < players.size(); ++i)
{
SAFE_DELETE(players[i]);
}
players.clear();
currentPlayer = NULL;
currentActionPlayer = NULL;
isInterrupting = NULL;
currentPlayerId = 0;
mCurrentGamePhase = MTG_PHASE_INVALID;
targetChooser = NULL;
cardWaitingForTargets = NULL;
mExtraPayment = NULL;
gameOver = NULL;
phaseRing = NULL;
replacementEffects = NEW ReplacementEffects();
combatStep = BLOCKERS;
connectRule = false;
actionsList.clear();
gameTurn.clear();
}
GameObserver::~GameObserver()
{
LOG("==Destroying GameObserver==");
for (size_t i = 0; i < players.size(); ++i)
{
players[i]->End();
}
SAFE_DELETE(targetChooser);
SAFE_DELETE(mLayers);
SAFE_DELETE(phaseRing);
SAFE_DELETE(replacementEffects);
for (size_t i = 0; i < players.size(); ++i)
{
SAFE_DELETE(players[i]);
}
players.clear();
delete[] ExtraRules;
ExtraRules = 0;
LOG("==GameObserver Destroyed==");
SAFE_DELETE(mTrash);
SAFE_DELETE(mDeckManager);
}
GameObserver::GameObserver(WResourceManager *output, JGE* input)
: mSeed((unsigned int)time(0)), randomGenerator(mSeed, true), mResourceManager(output), mJGE(input)
{
ExtraRules = new MTGCardInstance[2]();
mGameType = GAME_TYPE_CLASSIC;
currentPlayer = NULL;
currentActionPlayer = NULL;
isInterrupting = NULL;
currentPlayerId = 0;
mCurrentGamePhase = MTG_PHASE_INVALID;
targetChooser = NULL;
cardWaitingForTargets = NULL;
mExtraPayment = NULL;
gameOver = NULL;
phaseRing = NULL;
replacementEffects = NEW ReplacementEffects();
combatStep = BLOCKERS;
mRules = NULL;
connectRule = false;
mLoading = false;
mLayers = NULL;
mTrash = new Trash();
mDeckManager = new DeckManager();
}
GamePhase GameObserver::getCurrentGamePhase()
{
return mCurrentGamePhase;
}
const string& GameObserver::getCurrentGamePhaseName()
{
return phaseRing->phaseName(mCurrentGamePhase);
}
const string& GameObserver::getNextGamePhaseName()
{
return phaseRing->phaseName((mCurrentGamePhase + 1) % MTG_PHASE_CLEANUP);
}
Player * GameObserver::opponent()
{
int index = (currentPlayerId + 1) % players.size();
return players[index];
}
Player * GameObserver::nextTurnsPlayer()
{
int nextTurnsId = 0;
if(!players[currentPlayerId]->extraTurn)
nextTurnsId = (currentPlayerId + 1) % players.size();
else
{
nextTurnsId = currentPlayerId;
}
if(players[currentPlayerId]->skippingTurn)
{
nextTurnsId = (currentPlayerId + 1) % players.size();
}
return players[nextTurnsId];
}
void GameObserver::nextPlayer()
{
turn++;
if(!players[currentPlayerId]->extraTurn)
currentPlayerId = (currentPlayerId + 1) % players.size();
else
{
players[currentPlayerId]->extraTurn--;
}
if(players[currentPlayerId]->skippingTurn)
{
players[currentPlayerId]->skippingTurn--;
currentPlayerId = (currentPlayerId + 1) % players.size();
}
currentPlayer = players[currentPlayerId];
currentActionPlayer = currentPlayer;
combatStep = BLOCKERS;
}
void GameObserver::nextGamePhase()
{
Phase * cPhaseOld = phaseRing->getCurrentPhase();
if (cPhaseOld->id == MTG_PHASE_COMBATDAMAGE)
if ((FIRST_STRIKE == combatStep) || (END_FIRST_STRIKE == combatStep) || (DAMAGE == combatStep))
{
nextCombatStep();
return;
}
if (cPhaseOld->id == MTG_PHASE_COMBATBLOCKERS)
if (BLOCKERS == combatStep || TRIGGERS == combatStep)
{
nextCombatStep();
return;
}
phaseRing->forward();
//Go directly to end of combat if no attackers
if (cPhaseOld->id == MTG_PHASE_COMBATATTACKERS && !(currentPlayer->game->inPlay->getNextAttacker(NULL)))
{
phaseRing->forward();
phaseRing->forward();
}
Phase * cPhase = phaseRing->getCurrentPhase();
mCurrentGamePhase = cPhase->id;
if (MTG_PHASE_COMBATDAMAGE == mCurrentGamePhase)
nextCombatStep();
if (MTG_PHASE_COMBATEND == mCurrentGamePhase)
combatStep = BLOCKERS;
//if (currentPlayer != cPhase->player)
// nextPlayer();//depreciated; we call this at EOT step now. unsure what the purpose of this was originally.fix for a bug?
//init begin of turn
if (mCurrentGamePhase == MTG_PHASE_BEFORE_BEGIN)
{
cleanupPhase();
currentPlayer->damageCount = 0;
currentPlayer->drawCounter = 0;
currentPlayer->prowledTypes.clear();
currentPlayer->opponent()->damageCount = 0; //added to clear odcount
currentPlayer->preventable = 0;
mLayers->actionLayer()->cleanGarbage(); //clean abilities history for this turn;
mLayers->stackLayer()->garbageCollect(); //clean stack history for this turn;
mLayers->actionLayer()->Update(0);
currentPlayer->game->library->miracle = false;
currentPlayer->opponent()->game->library->miracle = false;
for (int i = 0; i < 2; i++)
{
//Cleanup of each player's gamezones
players[i]->game->beforeBeginPhase();
}
combatStep = BLOCKERS;
return nextGamePhase();
}
if (mCurrentGamePhase == MTG_PHASE_AFTER_EOT)
{
//Auto Hand cleaning, in case the player didn't do it himself
while (currentPlayer->game->hand->nb_cards > currentPlayer->handsize && currentPlayer->nomaxhandsize == false)
{
WEvent * e = NEW WEventCardDiscard(currentPlayer->game->hand->cards[0]);
receiveEvent(e);
currentPlayer->game->putInGraveyard(currentPlayer->game->hand->cards[0]);
}
mLayers->actionLayer()->Update(0);
currentPlayer->drawCounter = 0;
currentPlayer->prowledTypes.clear();
currentPlayer->lifeLostThisTurn = 0;
currentPlayer->opponent()->lifeLostThisTurn = 0;
currentPlayer->doesntEmpty->remove(currentPlayer->doesntEmpty);
currentPlayer->opponent()->doesntEmpty->remove(currentPlayer->opponent()->doesntEmpty);
nextPlayer();
return nextGamePhase();
}
//Phase Specific actions
switch (mCurrentGamePhase)
{
case MTG_PHASE_UNTAP:
DebugTrace("Untap Phase ------------- Turn " << turn );
untapPhase();
break;
case MTG_PHASE_COMBATBLOCKERS:
receiveEvent(NEW WEventAttackersChosen());
break;
default:
break;
}
}
int GameObserver::cancelCurrentAction()
{
SAFE_DELETE(targetChooser);
return mLayers->actionLayer()->cancelCurrentAction();
}
void GameObserver::nextCombatStep()
{
switch (combatStep)
{
case BLOCKERS:
receiveEvent(NEW WEventBlockersChosen());
receiveEvent(NEW WEventCombatStepChange(combatStep = TRIGGERS));
return;
case TRIGGERS:
receiveEvent(NEW WEventCombatStepChange(combatStep = ORDER));
return;
case ORDER:
receiveEvent(NEW WEventCombatStepChange(combatStep = FIRST_STRIKE));
return;
case FIRST_STRIKE:
receiveEvent(NEW WEventCombatStepChange(combatStep = END_FIRST_STRIKE));
return;
case END_FIRST_STRIKE:
receiveEvent(NEW WEventCombatStepChange(combatStep = DAMAGE));
return;
case DAMAGE:
receiveEvent(NEW WEventCombatStepChange(combatStep = END_DAMAGE));
return;
case END_DAMAGE:
; // Nothing : go to next phase
}
}
void GameObserver::userRequestNextGamePhase(bool allowInterrupt, bool log)
{
if(log) {
stringstream stream;
stream << "next " << allowInterrupt << " " <<mCurrentGamePhase;
logAction(currentPlayer, stream.str());
}
if(getCurrentTargetChooser() && getCurrentTargetChooser()->maxtargets == 1000)
{
getCurrentTargetChooser()->done = true;
if(getCurrentTargetChooser()->source)
cardClick(getCurrentTargetChooser()->source, 0, false);
}
if (allowInterrupt && mLayers->stackLayer()->getNext(NULL, 0, NOT_RESOLVED))
return;
if (getCurrentTargetChooser())
return;
//if (mLayers->actionLayer()->isWaitingForAnswer())
// return;
// Wil 12/5/10: additional check, not quite understanding why TargetChooser doesn't seem active at this point.
// If we deem that an extra cost payment needs to be made, don't allow the next game phase to proceed.
// Here's what I find weird - if the extra cost is something like a sacrifice, doesn't that imply a TargetChooser?
if (WaitForExtraPayment(NULL))
return;
Phase * cPhaseOld = phaseRing->getCurrentPhase();
if (allowInterrupt && ((cPhaseOld->id == MTG_PHASE_COMBATBLOCKERS && combatStep == ORDER)
|| (cPhaseOld->id == MTG_PHASE_COMBATBLOCKERS && combatStep == TRIGGERS)
|| (cPhaseOld->id == MTG_PHASE_COMBATDAMAGE)
|| opponent()->isAI()
|| options[Options::optionInterrupt(mCurrentGamePhase)].number
|| currentPlayer->offerInterruptOnPhase - 1 == mCurrentGamePhase
))
{
mLayers->stackLayer()->AddNextGamePhase();
}
else
{
nextGamePhase();
}
}
void GameObserver::shuffleLibrary(Player* p)
{
if(!p)
{
DebugTrace("FATAL: No Player To Shuffle");
return;
}
logAction(p, "shufflelib");
MTGLibrary * library = p->game->library;
if(!library)
{
DebugTrace("FATAL: Player has no zones");
return;
}
library->shuffle();
for(unsigned int k = 0;k < library->placeOnTop.size();k++)
{
MTGCardInstance * toMove = library->placeOnTop[k];
assert(toMove);
p->game->putInZone(toMove, p->game->temp, library);
}
library->placeOnTop.clear();
}
int GameObserver::forceShuffleLibraries()
{
int result = 0;
for (int i = 0; i < 2 ; ++i)
{
if (players[i]->game->library->needShuffle)
{
shuffleLibrary(players[i]);
players[i]->game->library->needShuffle = false;
++result;
}
}
return result;
}
void GameObserver::resetStartupGame()
{
stringstream stream;
startupGameSerialized = "";
stream << *this;
startupGameSerialized = stream.str();
// DebugTrace("startGame\n");
// DebugTrace(startupGameSerialized);
}
void GameObserver::startGame(GameType gtype, Rules * rules)
{
mGameType = gtype;
turn = 0;
mRules = rules;
if (rules)
rules->initPlayers(this);
options.automaticStyle(players[0], players[1]);
mLayers = NEW DuelLayers(this);
currentPlayerId = 0;
currentPlayer = players[currentPlayerId];
currentActionPlayer = currentPlayer;
phaseRing = NEW PhaseRing(this);
resetStartupGame();
if (rules)
rules->initGame(this);
//Preload images from hand
if (!players[0]->isAI())
{
for (int i = 0; i < players[0]->game->hand->nb_cards; i++)
{
WResourceManager::Instance()->RetrieveCard(players[0]->game->hand->cards[i], CACHE_THUMB);
WResourceManager::Instance()->RetrieveCard(players[0]->game->hand->cards[i]);
}
}
startedAt = time(0);
//Difficult mode special stuff
if (!players[0]->isAI() && players[1]->isAI())
{
int difficulty = options[Options::DIFFICULTY].number;
if (options[Options::DIFFICULTY_MODE_UNLOCKED].number && difficulty)
{
Player * p = players[1];
for (int level = 0; level < difficulty; level++)
{
MTGCardInstance * card = NULL;
MTGGameZone * z = p->game->library;
for (int j = 0; j < z->nb_cards; j++)
{
MTGCardInstance * _card = z->cards[j];
if (_card->isLand())
{
card = _card;
j = z->nb_cards;
}
}
if (card)
{
MTGCardInstance * copy = p->game->putInZone(card, p->game->library, p->game->stack);
Spell * spell = NEW Spell(this, copy);
spell->resolve();
delete spell;
}
}
}
}
switch(gtype) {
case GAME_TYPE_MOMIR:
{
addObserver(NEW MTGMomirRule(this, -1, MTGCollection()));
break;
}
case GAME_TYPE_STONEHEWER:
{
addObserver(NEW MTGStoneHewerRule(this, -1,MTGCollection()));
break;
}
case GAME_TYPE_HERMIT:
{
addObserver(NEW MTGHermitRule(this, -1));
break;
}
default:
break;
}
}
void GameObserver::addObserver(MTGAbility * observer)
{
mLayers->actionLayer()->Add(observer);
}
//Returns true if the Ability was correctly removed from the game, false otherwise
//Main (valid) reason of returning false is an attempt at removing an Ability that has already been removed
bool GameObserver::removeObserver(ActionElement * observer)
{
if (!observer)
return false;
return mLayers->actionLayer()->moveToGarbage(observer);
}
bool GameObserver::operator==(const GameObserver& aGame)
{
int error = 0;
if (aGame.mCurrentGamePhase != mCurrentGamePhase)
{
error++;
}
for (int i = 0; i < 2; i++)
{
Player * p = aGame.players[i];
if (p->life != players[i]->life)
{
error++;
}
if (p->poisonCount != players[i]->poisonCount)
{
error++;
}
if (!p->getManaPool()->canAfford(players[i]->getManaPool()))
{
error++;
}
if (!players[i]->getManaPool()->canAfford(p->getManaPool()))
{
error++;
}
MTGGameZone * aZones[] = { p->game->graveyard, p->game->library, p->game->hand, p->game->inPlay };
MTGGameZone * thisZones[] = { players[i]->game->graveyard,
players[i]->game->library,
players[i]->game->hand,
players[i]->game->inPlay };
for (int j = 0; j < 4; j++)
{
MTGGameZone * zone = aZones[j];
if (zone->nb_cards != thisZones[j]->nb_cards)
{
error++;
}
for (size_t k = 0; k < (size_t)thisZones[j]->nb_cards; k++)
{
MTGCardInstance* cardToCheck = (k<thisZones[j]->cards.size())?thisZones[j]->cards[k]:0;
MTGCardInstance* card = (k<aZones[j]->cards.size())?aZones[j]->cards[k]:0;
if(!card || !cardToCheck || cardToCheck->getId() != card->getId())
{
error++;
}
}
}
}
return (error == 0);
}
void GameObserver::dumpAssert(bool val)
{
if(!val)
{
cerr << *this << endl;
assert(0);
}
}
void GameObserver::Update(float dt)
{
Player * player = currentPlayer;
if (MTG_PHASE_COMBATBLOCKERS == mCurrentGamePhase && BLOCKERS == combatStep)
{
player = player->opponent();
}
if(getCurrentTargetChooser() && getCurrentTargetChooser()->Owner && player != getCurrentTargetChooser()->Owner)
{
if(getCurrentTargetChooser()->Owner != currentlyActing())
{
player = getCurrentTargetChooser()->Owner;
isInterrupting = player;
}
}
currentActionPlayer = player;
if (isInterrupting)
player = isInterrupting;
if(mLayers)
{
mLayers->Update(dt, player);
while (mLayers->actionLayer()->stuffHappened)
{
mLayers->actionLayer()->Update(0);
}
gameStateBasedEffects();
}
oldGamePhase = mCurrentGamePhase;
}
//applies damage to creatures after updates
//Players life test
//Handles game state based effects
void GameObserver::gameStateBasedEffects()
{
if(getCurrentTargetChooser() && int(getCurrentTargetChooser()->getNbTargets()) == getCurrentTargetChooser()->maxtargets)
getCurrentTargetChooser()->done = true;
if (mLayers->stackLayer()->count(0, NOT_RESOLVED) != 0)
return;
if (mLayers->actionLayer()->menuObject)
return;
if (getCurrentTargetChooser() || mLayers->actionLayer()->isWaitingForAnswer())
return;
////////////////////////
//---apply damage-----//
//after combat effects//
////////////////////////
for (int i = 0; i < 2; i++)
{
MTGGameZone * zone = players[i]->game->inPlay;
players[i]->curses.clear();
for (int j = zone->nb_cards - 1; j >= 0; j--)
{
MTGCardInstance * card = zone->cards[j];
card->afterDamage();
card->mPropertiesChangedSinceLastUpdate = false;
if(card->hasType(Subtypes::TYPE_PLANESWALKER) && (!card->counters||!card->counters->hasCounter("loyalty",0,0)))
players[i]->game->putInGraveyard(card);
if(card->myPair && !isInPlay(card->myPair))
{
card->myPair->myPair = NULL;
card->myPair = NULL;
}
////////////////////////////////////////////////////
//Unattach Equipments that dont have valid targets//
////////////////////////////////////////////////////
if ((card->target) && card->hasType(Subtypes::TYPE_EQUIPMENT))
{
if(card->target && isInPlay(card->target) && (card->target)->protectedAgainst(card))//protection from quality
{
for (size_t i = 1; i < mLayers->actionLayer()->mObjects.size(); i++)
{
MTGAbility * a = ((MTGAbility *) mLayers->actionLayer()->mObjects[i]);
AEquip * eq = dynamic_cast<AEquip*> (a);
if (eq && eq->source == card)
{
((AEquip*)a)->unequip();
}
}
}
}
///////////////////////////////////////////////////////
//Remove auras that don't have a valid target anymore//
///////////////////////////////////////////////////////
if ((card->target||card->playerTarget) && !card->hasType(Subtypes::TYPE_EQUIPMENT))
{
if(card->target && !isInPlay(card->target))
players[i]->game->putInGraveyard(card);
if(card->target && isInPlay(card->target) && (card->target)->protectedAgainst(card) && !card->has(Constants::AURAWARD))//protection from quality except aura cards like flickering ward
players[i]->game->putInGraveyard(card);
}
card->enchanted = false;
if (card->target && isInPlay(card->target) && !card->hasType(Subtypes::TYPE_EQUIPMENT) && card->hasSubtype(Subtypes::TYPE_AURA))
{
card->target->enchanted = true;
}
if (card->playerTarget && card->hasType("curse"))
{
card->playerTarget->curses.push_back(card);
}
///////////////////////////
//reset extracost shadows//
///////////////////////////
card->isExtraCostTarget = false;
if(mExtraPayment != NULL)
{
for(unsigned int ec = 0;ec < mExtraPayment->costs.size();ec++)
{
if( mExtraPayment->costs[ec]->target)
mExtraPayment->costs[ec]->target->isExtraCostTarget = true;
}
}
//////////////////////
//reset morph hiding//
//////////////////////
if((card->previous && card->previous->morphed && !card->turningOver) || (card->morphed && !card->turningOver))
{
card->morphed = true;
card->isMorphed = true;
}
else
{
card->isMorphed = false;
card->morphed = false;
}
//////////////////////////
//handles phasing events//
//////////////////////////
if(card->has(Constants::PHASING)&& mCurrentGamePhase == MTG_PHASE_UNTAP && currentPlayer == card->controller() && card->phasedTurn != turn && !card->isPhased)
{
card->isPhased = true;
card->phasedTurn = turn;
if(card->view)
card->view->alpha = 50;
card->initAttackersDefensers();
}
else if((card->has(Constants::PHASING) || card->isPhased)&& mCurrentGamePhase == MTG_PHASE_UNTAP && currentPlayer == card->controller() && card->phasedTurn != turn)
{
card->isPhased = false;
card->phasedTurn = turn;
if(card->view)
card->view->alpha = 255;
}
if (card->target && isInPlay(card->target) && (card->hasSubtype(Subtypes::TYPE_EQUIPMENT) || card->hasSubtype(Subtypes::TYPE_AURA)))
{
card->isPhased = card->target->isPhased;
card->phasedTurn = card->target->phasedTurn;
if(card->view && card->target->view)
card->view->alpha = card->target->view->alpha;
}
//////////////////////////
//forceDestroy over ride//
//////////////////////////
if(card->isInPlay(this))
{
card->graveEffects = false;
card->exileEffects = false;
}
if(card->childrenCards.size())
{
MTGCardInstance * check = NULL;
MTGCardInstance * matched = NULL;
sort(card->childrenCards.begin(),card->childrenCards.end());
for(size_t wC = 0; wC < card->childrenCards.size();wC++)
{
check = card->childrenCards[wC];
for(size_t wCC = 0; wCC < card->childrenCards.size();wCC++)
{
if(check->isInPlay(this))
{
if(check->getName() == card->childrenCards[wCC]->getName() && check != card->childrenCards[wCC])
{
card->isDualWielding = true;
matched = card->childrenCards[wCC];
}
}
}
if(matched)
wC = card->childrenCards.size();
}
if(!matched)
card->isDualWielding = false;
}
}
}
//-------------------------------------
for (int i = 0; i < 2; i++)
{
///////////////////////////////////////////////////////////
//life checks/poison checks also checks cant win or lose.//
///////////////////////////////////////////////////////////
players[i]->DeadLifeState();//refactored
}
//////////////////////////////////////////////////////
//-------------card based states effects------------//
//////////////////////////////////////////////////////
//ie:cantcast; extra land; extra turn;no max hand;--//
//////////////////////////////////////////////////////
for (int i = 0; i < 2; i++)
{
//checks if a player has a card which has the stated ability in play.
Player * p = players[i];
MTGGameZone * z = players[i]->game->inPlay;
int nbcards = z->nb_cards;
//------------------------------
p->nomaxhandsize = (z->hasAbility(Constants::NOMAXHAND));
/////////////////////////////////////////////////
//handle end of turn effects while we're at it.//
/////////////////////////////////////////////////
if (mCurrentGamePhase == MTG_PHASE_ENDOFTURN+1)
{
for (int j = 0; j < nbcards; ++j)
{
MTGCardInstance * c = z->cards[j];
if(!c)break;
while (c->flanked)
{
/////////////////////////////////
//undoes the flanking on a card//
/////////////////////////////////
c->power += 1;
c->addToToughness(1);
c->flanked -= 1;
}
c->fresh = 0;
if(c->wasDealtDamage && c->isInPlay(this))
c->wasDealtDamage = false;
c->damageToController = false;
c->damageToOpponent = false;
c->damageToCreature = false;
c->isAttacking = NULL;
}
for (int t = 0; t < nbcards; t++)
{
MTGCardInstance * c = z->cards[t];
if(!c->isPhased)
{
if (c->has(Constants::TREASON))
{
MTGCardInstance * beforeCard = c;
p->game->putInGraveyard(c);
WEvent * e = NEW WEventCardSacrifice(beforeCard,c);
receiveEvent(e);
}
if (c->has(Constants::UNEARTH))
{
p->game->putInExile(c);
}
}
if(nbcards > z->nb_cards)
{
t = 0;
nbcards = z->nb_cards;
}
}
MTGGameZone * f = p->game->graveyard;
for (int k = 0; k < f->nb_cards; k++)
{
MTGCardInstance * card = f->cards[k];
card->fresh = 0;
}
}
if (z->nb_cards == 0)
{
p->nomaxhandsize = false;
}
//////////////////////////
// Check auras on a card//
//////////////////////////
enchantmentStatus();
/////////////////////////////
// Check affinity on a card//
/////////////////////////////
Affinity();
/////////////////////////////////////
// Check colored statuses on cards //
/////////////////////////////////////
for(int w = 0;w < z->nb_cards;w++)
{
int colored = 0;
for (int i = Constants::MTG_COLOR_GREEN; i <= Constants::MTG_COLOR_WHITE; ++i)
{
if (z->cards[w]->hasColor(i))
++colored;
}
z->cards[w]->isMultiColored = (colored > 1) ? 1 : 0;
}
}
///////////////////////////////////
//phase based state effects------//
///////////////////////////////////
if (combatStep == TRIGGERS)
{
if (!mLayers->stackLayer()->getNext(NULL, 0, NOT_RESOLVED) && !targetChooser
&& !mLayers->actionLayer()->isWaitingForAnswer())
mLayers->stackLayer()->AddNextCombatStep();
}
//Auto skip Phases
int skipLevel = (currentPlayer->playMode == Player::MODE_TEST_SUITE || mLoading) ? Constants::ASKIP_NONE
: options[Options::ASPHASES].number;
int nrCreatures = currentPlayer->game->inPlay->hasType("creature")?1:0;
if (skipLevel == Constants::ASKIP_SAFE || skipLevel == Constants::ASKIP_FULL)
{
if ((opponent()->isAI() && !(isInterrupting)) && ((mCurrentGamePhase == MTG_PHASE_UNTAP)
|| (mCurrentGamePhase == MTG_PHASE_DRAW) || (mCurrentGamePhase == MTG_PHASE_COMBATBEGIN)
|| ((mCurrentGamePhase == MTG_PHASE_COMBATATTACKERS) && (nrCreatures == 0))
|| mCurrentGamePhase == MTG_PHASE_COMBATEND || mCurrentGamePhase == MTG_PHASE_ENDOFTURN
|| ((mCurrentGamePhase == MTG_PHASE_CLEANUP) && (currentPlayer->game->hand->nb_cards < 8))))
userRequestNextGamePhase();
}
if (skipLevel == Constants::ASKIP_FULL)
{
if ((opponent()->isAI() && !(isInterrupting)) && (mCurrentGamePhase == MTG_PHASE_UPKEEP
|| mCurrentGamePhase == MTG_PHASE_COMBATDAMAGE))
userRequestNextGamePhase();
}
}
void GameObserver::enchantmentStatus()
{
for (int i = 0; i < 2; i++)
{
MTGGameZone * zone = players[i]->game->inPlay;
for (int k = zone->nb_cards - 1; k >= 0; k--)
{
MTGCardInstance * card = zone->cards[k];
if (card && !card->hasType(Subtypes::TYPE_EQUIPMENT) && !card->hasSubtype(Subtypes::TYPE_AURA))
{
card->enchanted = false;
card->auras = 0;
}
}
for (int j = zone->nb_cards - 1; j >= 0; j--)
{
MTGCardInstance * card = zone->cards[j];
if (card->target && isInPlay(card->target) && !card->hasType(Subtypes::TYPE_EQUIPMENT) && card->hasSubtype(Subtypes::TYPE_AURA))
{
card->target->enchanted = true;
card->target->auras += 1;
}
}
}
}
void GameObserver::Affinity()
{
for (int i = 0; i < 2; i++)
{
MTGGameZone * zone = players[i]->game->hand;
for (int k = zone->nb_cards - 1; k >= 0; k--)
{
MTGCardInstance * card = zone->cards[k];
if (!card)
continue;
int color = 0;
string type = "";
//only do any of the following if a card with the stated ability is in your hand.
ManaCost * original = NEW ManaCost();
original->copy(card->model->data->getManaCost());
//have to run alter cost before affinity or the 2 cancel each other out.
if(card->getIncreasedManaCost()->getConvertedCost()||card->getReducedManaCost()->getConvertedCost())
{
if(card->getIncreasedManaCost()->getConvertedCost())
original->add(card->getIncreasedManaCost());
if(card->getReducedManaCost()->getConvertedCost())
original->remove(card->getReducedManaCost());
card->getManaCost()->copy(original);
if(card->getManaCost()->extraCosts)
{
for(unsigned int i = 0; i < card->getManaCost()->extraCosts->costs.size();i++)
{
card->getManaCost()->extraCosts->costs[i]->setSource(card);
}
}
}
int reducem = 0;
bool resetCost = false;
for(unsigned int na = 0; na < card->cardsAbilities.size();na++)
{
ANewAffinity * newAff = dynamic_cast<ANewAffinity*>(card->cardsAbilities[na]);
if(newAff)
{
if(!resetCost)
{
resetCost = true;
card->getManaCost()->copy(original);
if(card->getManaCost()->extraCosts)
{
for(unsigned int i = 0; i < card->getManaCost()->extraCosts->costs.size();i++)
{
card->getManaCost()->extraCosts->costs[i]->setSource(card);
}
}
}
TargetChooserFactory tf(this);
TargetChooser * tcn = tf.createTargetChooser(newAff->tcString,card,NULL);
for (int w = 0; w < 2; ++w)
{
Player *p = this->players[w];
MTGGameZone * zones[] = { p->game->inPlay, p->game->graveyard, p->game->hand, p->game->library, p->game->stack, p->game->exile };
for (int k = 0; k < 6; k++)
{
MTGGameZone * z = zones[k];
if (tcn->targetsZone(z))
{
reducem += z->countByCanTarget(tcn);
}
}
}
SAFE_DELETE(tcn);
ManaCost * removingCost = ManaCost::parseManaCost(newAff->manaString);
for(int j = 0; j < reducem; j++)
card->getManaCost()->remove(removingCost);
SAFE_DELETE(removingCost);
}
}
if(card->has(Constants::AFFINITYARTIFACTS)||
card->has(Constants::AFFINITYFOREST)||
card->has(Constants::AFFINITYGREENCREATURES)||
card->has(Constants::AFFINITYISLAND)||
card->has(Constants::AFFINITYMOUNTAIN)||
card->has(Constants::AFFINITYPLAINS)||
card->has(Constants::AFFINITYSWAMP)){
if (card->has(Constants::AFFINITYARTIFACTS))
{
type = "artifact";
}
else if (card->has(Constants::AFFINITYSWAMP))
{
type = "swamp";
}
else if (card->has(Constants::AFFINITYMOUNTAIN))
{
type = "mountain";
}
else if (card->has(Constants::AFFINITYPLAINS))
{
type = "plains";
}
else if (card->has(Constants::AFFINITYISLAND))
{
type = "island";
}
else if (card->has(Constants::AFFINITYFOREST))
{
type = "forest";
}
else if (card->has(Constants::AFFINITYGREENCREATURES))
{
color = 1;
type = "creature";
}
card->getManaCost()->copy(original);
if(card->getManaCost()->extraCosts)
{
for(unsigned int i = 0; i < card->getManaCost()->extraCosts->costs.size();i++)
{
card->getManaCost()->extraCosts->costs[i]->setSource(card);
}
}
int reduce = 0;
if(card->has(Constants::AFFINITYGREENCREATURES))
{
TargetChooserFactory tf(this);
TargetChooser * tc = tf.createTargetChooser("creature[green]",NULL);
reduce = card->controller()->game->battlefield->countByCanTarget(tc);
SAFE_DELETE(tc);
}
else
{
reduce = card->controller()->game->battlefield->countByType(type);
}
for(int i = 0; i < reduce;i++)
{
if(card->getManaCost()->getCost(color) > 0)
card->getManaCost()->remove(color,1);
}
}
SAFE_DELETE(original);
}
}
}
void GameObserver::Render()
{
if(mLayers)
mLayers->Render();
if (targetChooser || (mLayers && mLayers->actionLayer()->isWaitingForAnswer()))
JRenderer::GetInstance()->DrawRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, ARGB(255,255,0,0));
if (mExtraPayment)
mExtraPayment->Render();
for (size_t i = 0; i < players.size(); ++i)
{
players[i]->Render();
}
}
void GameObserver::ButtonPressed(PlayGuiObject * target)
{
DebugTrace("GAMEOBSERVER Click");
if (CardView* cardview = dynamic_cast<CardView*>(target))
{
MTGCardInstance * card = cardview->getCard();
cardClick(card, card);
}
else if (GuiLibrary* library = dynamic_cast<GuiLibrary*>(target))
{
if (library->showCards)
{
library->toggleDisplay();
forceShuffleLibraries();
}
else
{
TargetChooser * _tc = this->getCurrentTargetChooser();
if (_tc && _tc->targetsZone(library->zone))
{
library->toggleDisplay();
library->zone->needShuffle = true;
}
}
}
else if (GuiGraveyard* graveyard = dynamic_cast<GuiGraveyard*>(target))
graveyard->toggleDisplay();
//opponenthand
else if (GuiOpponentHand* opponentHand = dynamic_cast<GuiOpponentHand*>(target))
if (opponentHand->showCards)
{
opponentHand->toggleDisplay();
}
else
{
TargetChooser * _tc = this->getCurrentTargetChooser();
if (_tc && _tc->targetsZone(opponentHand->zone))
{
opponentHand->toggleDisplay();
}
}
//end opponenthand
else if (GuiAvatar* avatar = dynamic_cast<GuiAvatar*>(target))
{
cardClick(NULL, avatar->player);
}
else if (dynamic_cast<GuiPhaseBar*>(target))
{
mLayers->getPhaseHandler()->NextGamePhase();
}
}
void GameObserver::stackObjectClicked(Interruptible * action)
{
stringstream stream;
stream << "stack[" << mLayers->stackLayer()->getIndexOf(action) << "]";
logAction(currentlyActing(), stream.str());
if (targetChooser != NULL)
{
int result = targetChooser->toggleTarget(action);
if (result == TARGET_OK_FULL)
{
cardClick(cardWaitingForTargets, 0, false);
}
else
{
return;
}
}
else
{
int reaction = mLayers->actionLayer()->isReactingToTargetClick(action);
if (reaction == -1)
mLayers->actionLayer()->reactToTargetClick(action);
}
}
bool GameObserver::WaitForExtraPayment(MTGCardInstance * card)
{
bool result = false;
if (mExtraPayment)
{
if (card)
{
mExtraPayment->tryToSetPayment(card);
}
if (mExtraPayment->isPaymentSet())
{
mLayers->actionLayer()->reactToClick(mExtraPayment->action, mExtraPayment->source);
mExtraPayment = NULL;
}
result = true;
}
return result;
}
int GameObserver::cardClick(MTGCardInstance * card, MTGAbility *ability)
{
MTGGameZone* zone = card->currentZone;
size_t index = 0;
if(zone)
index = zone->getIndex(card);
int choice;
bool logChoice = mLayers->actionLayer()->getMenuIdFromCardAbility(card, ability, choice);
int result = ability->reactToClick(card);
logAction(card, zone, index, result);
if(logChoice) {
stringstream stream;
stream << "choice " << choice;
logAction(currentActionPlayer, stream.str());
}
return result;
}
int GameObserver::cardClick(MTGCardInstance * card, int abilityType)
{
int result = 0;
MTGAbility * a = mLayers->actionLayer()->getAbility(abilityType);
if(a)
{
result = cardClick(card, a);
}
return result;
}
int GameObserver::cardClickLog(bool log, Player* clickedPlayer, MTGGameZone* zone, MTGCardInstance*backup, size_t index, int toReturn)
{
if(log)
{
if (clickedPlayer) {
this->logAction(clickedPlayer);
} else if(zone) {
this->logAction(backup, zone, index, toReturn);
}
}
return toReturn;
}
int GameObserver::cardClick(MTGCardInstance * card, Targetable * object, bool log)
{
Player * clickedPlayer = NULL;
int toReturn = 0;
MTGGameZone* zone = NULL;
size_t index = 0;
MTGCardInstance* backup = NULL;
if (!card) {
clickedPlayer = ((Player *) object);
} else {
backup = card;
zone = card->currentZone;
if(zone)
{
index = zone->getIndex(card);
}
}
do {
if (targetChooser)
{
int result;
if (card)
{
if (card == cardWaitingForTargets)
{
int _result = targetChooser->ForceTargetListReady();
if(targetChooser->targetMin && int(targetChooser->getNbTargets()) < targetChooser->maxtargets)
_result = 0;
if (_result)
{
result = TARGET_OK_FULL;
}
else
{
result = targetChooser->targetsReadyCheck();
}
}
else
{
result = targetChooser->toggleTarget(card);
WEvent * e = NEW WEventTarget(card,cardWaitingForTargets);
receiveEvent(e);
}
}
else
{
result = targetChooser->toggleTarget(clickedPlayer);
if(card)
card->playerTarget = clickedPlayer;
else
targetChooser->source->playerTarget = clickedPlayer;
}
if (result == TARGET_OK_FULL)
card = cardWaitingForTargets;
else {
toReturn = 1;
break;
}
}
ExtraManaCost * costType = NULL;
if( mExtraPayment && mExtraPayment->costs.size())
costType = dynamic_cast<ExtraManaCost*>(mExtraPayment->costs[0]);
if (WaitForExtraPayment(card) && !costType)
{
toReturn = 1;
break;
}
int reaction = 0;
if (ORDER == combatStep)
{
//TODO it is possible at this point that card is NULL. if so, what do we return since card->defenser would result in a crash?
card->defenser->raiseBlockerRankOrder(card);
toReturn = 1;
break;
}
if (card)
{
//card played as normal, alternative cost, buyback, flashback, retrace.
//the variable "paymenttype = int" only serves one purpose, to tell this bug fix what menu item you clicked on...
// all alternative cost or play methods suffered from the fix because if the card contained "target="
// it would automatically force the play method to putinplayrule...even charge you the original mana cost.
/* Fix for Issue http://code.google.com/p/wagic/issues/detail?id=270
put into play is hopefully the only ability causing that kind of trouble
If the same kind of issue occurs with other abilities, let's think of a cleaner solution
*/
if (targetChooser)
{
MTGAbility * a = mLayers->actionLayer()->getAbility(card->paymenttype);
toReturn = a->reactToClick(card);
return cardClickLog(log, clickedPlayer, zone, backup, index, toReturn);
}
reaction = mLayers->actionLayer()->isReactingToClick(card);
if (reaction == -1) {
toReturn = mLayers->actionLayer()->reactToClick(card);
return cardClickLog(log, clickedPlayer, zone, backup, index, toReturn);
}
}
else
{//this handles abilities on a menu...not just when card is being played
reaction = mLayers->actionLayer()->isReactingToTargetClick(object);
if (reaction == -1) {
toReturn = mLayers->actionLayer()->reactToTargetClick(object);
return cardClickLog(log, clickedPlayer, zone, backup, index, toReturn);
}
}
if (!card) {
toReturn = 0;
return cardClickLog(log, clickedPlayer, zone, backup, index, toReturn);
}
//Current player's hand
if (currentPlayer->game->hand->hasCard(card) && mCurrentGamePhase == MTG_PHASE_CLEANUP
&& currentPlayer->game->hand->nb_cards > currentPlayer->handsize && currentPlayer->nomaxhandsize == false)
{
WEvent * e = NEW WEventCardDiscard(currentPlayer->game->hand->cards[0]);
receiveEvent(e);
currentPlayer->game->putInGraveyard(card);
}
else if (reaction)
{
if (reaction == 1)
{
toReturn = mLayers->actionLayer()->reactToClick(card);
return cardClickLog(log, clickedPlayer, zone, backup, index, toReturn);
}
else
{
mLayers->actionLayer()->setMenuObject(object);
toReturn = 1;
return cardClickLog(log, clickedPlayer, zone, backup, index, toReturn);
}
}
else if (card->isTapped() && card->controller() == currentPlayer)
{
toReturn = untap(card);
return cardClickLog(log, clickedPlayer, zone, backup, index, toReturn);
}
} while(0);
return cardClickLog(log, clickedPlayer, zone, backup, index, toReturn);
}
int GameObserver::untap(MTGCardInstance * card)
{
if (!card->isUntapping())
{
return 0;
}
if (card->has(Constants::DOESNOTUNTAP))
return 0;
if (card->frozen > 0)
return 0;
card->attemptUntap();
return 1;
}
TargetChooser * GameObserver::getCurrentTargetChooser()
{
if(mLayers)
{
TargetChooser * _tc = mLayers->actionLayer()->getCurrentTargetChooser();
if (_tc)
return _tc;
}
return targetChooser;
}
/* Returns true if the card is in one of the player's play zone */
int GameObserver::isInPlay(MTGCardInstance * card)
{
for (int i = 0; i < 2; i++)
{
if (players[i]->game->isInPlay(card))
return 1;
}
return 0;
}
int GameObserver::isInGrave(MTGCardInstance * card)
{
for (int i = 0; i < 2; i++)
{
MTGGameZone * graveyard = players[i]->game->graveyard;
if (players[i]->game->isInZone(card,graveyard))
return 1;
}
return 0;
}
int GameObserver::isInExile(MTGCardInstance * card)
{
for (int i = 0; i < 2; i++)
{
MTGGameZone * exile = players[i]->game->exile;
if (players[i]->game->isInZone(card,exile))
return 1;
}
return 0;
}
void GameObserver::cleanupPhase()
{
currentPlayer->cleanupPhase();
opponent()->cleanupPhase();
}
void GameObserver::untapPhase()
{
currentPlayer->inPlay()->untapAll();
}
int GameObserver::receiveEvent(WEvent * e)
{
if (!e)
return 0;
eventsQueue.push(e);
if (eventsQueue.size() > 1)
return -1; //resolving events can generate more events
int result = 0;
while (eventsQueue.size())
{
WEvent * ev = eventsQueue.front();
result += mLayers->receiveEvent(ev);
for (int i = 0; i < 2; ++i)
{
result += players[i]->receiveEvent(ev);
}
SAFE_DELETE(ev);
eventsQueue.pop();
}
return result;
}
Player * GameObserver::currentlyActing()
{
if (isInterrupting)
return isInterrupting;
return currentActionPlayer;
}
//TODO CORRECT THIS MESS
int GameObserver::targetListIsSet(MTGCardInstance * card)
{
if (targetChooser == NULL)
{
TargetChooserFactory tcf(this);
targetChooser = tcf.createTargetChooser(card);
if (targetChooser == NULL)
{
return 1;
}
}
if(targetChooser && targetChooser->validTargetsExist())
{
cardWaitingForTargets = card;
return (targetChooser->targetListSet());
}
else
SAFE_DELETE(targetChooser);
return 0;
}
ostream& operator<<(ostream& out, const GameObserver& g)
{
if(g.startupGameSerialized == "")
{
out << "[init]" << endl;
out << "player=" << g.currentPlayerId + 1 << endl;
if(g.mCurrentGamePhase != MTG_PHASE_INVALID)
out << "phase=" << g.phaseRing->phaseName(g.mCurrentGamePhase) << endl;
out << "[player1]" << endl;
out << *(g.players[0]) << endl;
out << "[player2]" << endl;
out << *(g.players[1]) << endl;
return out;
}
else
{
out << "seed:";
out << g.mSeed;
out << endl;
out << "rvalues:";
out << g.randomGenerator.saveUsedRandValues(out);
out << endl;
out << g.startupGameSerialized;
}
out << "[do]" << endl;
list<string>::const_iterator it;
for(it = (g.actionsList.begin()); it != (g.actionsList.end()); it++)
{
out << (*it) << endl;
}
out << "[end]" << endl;
return out;
}
bool GameObserver::parseLine(const string& s)
{
size_t limiter = s.find("=");
if (limiter == string::npos) limiter = s.find(":");
string areaS;
if (limiter != string::npos)
{
areaS = s.substr(0, limiter);
if (areaS.compare("player") == 0)
{
currentPlayerId = atoi(s.substr(limiter + 1).c_str()) - 1;
return true;
}
else if (areaS.compare("phase") == 0)
{
mCurrentGamePhase = PhaseRing::phaseStrToInt(s.substr(limiter + 1).c_str());
return true;
}
}
return false;
}
bool GameObserver::load(const string& ss, bool undo, int controlledPlayerIndex
#ifdef TESTSUITE
, TestSuiteGame* testgame
#endif
)
{
bool currentPlayerSet = false;
int state = -1;
string s;
stringstream stream(ss);
DebugTrace("Loading " + ss);
randomGenerator.loadRandValues("");
cleanup();
while (std::getline(stream, s))
{
if (!s.size()) continue;
if (s[s.size() - 1] == '\r') s.erase(s.size() - 1); //Handle DOS files
if (!s.size()) continue;
if (s[0] == '#') continue;
std::transform(s.begin(), s.end(), s.begin(), ::tolower);
if (s.find("seed ") == 0)
{
mSeed = atoi(s.substr(5).c_str());
randomGenerator.setSeed(mSeed);
continue;
}
if (s.find("rvalues:") == 0)
{
randomGenerator.loadRandValues(s.substr(8).c_str());
continue;
}
switch (state)
{
case -1:
if (s.compare("[init]") == 0)
state++;
break;
case 0:
if (s.compare("[player1]") == 0)
{
state++;
}
else
{
currentPlayerSet = parseLine(s);
}
break;
case 1:
if (s.compare("[player2]") == 0)
{
state++;
}
else
{
if(players.size() == 0 || !players[0])
{
if (s.find("mode=") == 0)
{
createPlayer(s.substr(5)
#ifdef TESTSUITE
, testgame
#endif //TESTSUITE
);
}
}
players[0]->parseLine(s);
}
break;
case 2:
if (s.compare("[do]") == 0)
{
state++;
}
else
{
if(players.size() == 1 || !players[1])
{
if (s.find("mode=") == 0)
{
createPlayer(s.substr(5)
#ifdef TESTSUITE
, testgame
#endif //TESTSUITE
);
}
}
players[1]->parseLine(s);
}
break;
case 3:
if (s.compare("[end]") == 0)
{
turn = 0;
mLayers = NEW DuelLayers(this, controlledPlayerIndex);
currentPlayer = players[currentPlayerId];
phaseRing = NEW PhaseRing(this);
startedAt = time(0);
// take a snapshot before processing the actions
resetStartupGame();
if(mRules) mRules->initGame(this, currentPlayerSet);
phaseRing->goToPhase(0, currentPlayer, false);
phaseRing->goToPhase(mCurrentGamePhase, currentPlayer);
#ifdef TESTSUITE
if(testgame)
testgame->initGame();
#endif //TESTSUITE
processActions(undo
#ifdef TESTSUITE
, testgame
#endif //TESTSUITE
);
}
else
{
logAction(s);
}
break;
}
}
return true;
}
bool GameObserver::processAction(const string& s)
{
Player* p = players[1];
if (s.find("p1") != string::npos)
p = players[0];
MTGGameZone* zone = NULL;
if(s.find(string(p->game->hand->getName())+"[") != string::npos)
zone = p->game->hand;
else if(s.find(string(p->game->battlefield->getName())+"[") != string::npos)
zone = p->game->battlefield;
else if(s.find(string(p->game->graveyard->getName())+"[") != string::npos)
zone = p->game->graveyard;
else if(s.find(string(p->game->library->getName())+"[") != string::npos)
zone = p->game->library;
if(zone) {
size_t begin = s.find("[")+1;
size_t size = s.find("]")-begin;
size_t index = atoi(s.substr(begin, size).c_str());
dumpAssert(index < zone->cards.size());
cardClick(zone->cards[index], zone->cards[index]);
} else if (s.find("stack") != string::npos) {
size_t begin = s.find("[")+1;
size_t size = s.find("]")-begin;
size_t index = atoi(s.substr(begin, size).c_str());
stackObjectClicked((Interruptible*)mLayers->stackLayer()->getByIndex(index));
} else if (s.find("yes") != string::npos) {
mLayers->stackLayer()->setIsInterrupting(p);
} else if (s.find("no") != string::npos) {
mLayers->stackLayer()->cancelInterruptOffer();
} else if (s.find("endinterruption") != string::npos) {
mLayers->stackLayer()->endOfInterruption();
} else if (s.find("next") != string::npos) {
userRequestNextGamePhase();
} else if (s.find("combatok") != string::npos) {
mLayers->combatLayer()->clickOK();
} else if (s == "p1" || s == "p2") {
cardClick(NULL, p);
} else if (s.find("choice") != string::npos) {
int choice = atoi(s.substr(s.find("choice ") + 7).c_str());
mLayers->actionLayer()->doReactTo(choice);
} else if (s == "p1" || s == "p2") {
cardClick(NULL, p);
} else if(s.find("mulligan") != string::npos) {
Mulligan(p);
} else if(s.find("shufflelib") != string::npos) {
// This should probably be differently and be automatically part of the ability triggered
// that would allow the AI to use it as well.
shuffleLibrary(p);
} else {
DebugTrace("no clue about: " + s);
}
return true;
}
bool GameObserver::processActions(bool undo
#ifdef TESTSUITE
, TestSuiteGame* testgame
#endif
)
{
bool result = false;
size_t cmdIndex = 0;
loadingList = actionsList;
actionsList.clear();
mLoading = true;
float counter = 0.0f;
// To handle undo, we'll remove the last P1 action and all P2 actions after.
if(undo && loadingList.size()) {
while(loadingList.back().find("p2") != string::npos)
loadingList.pop_back();
// we do not undo "next phase" action to avoid abuse by users
if(loadingList.back().find("next") == string::npos)
loadingList.pop_back();
}
// We fake here cause the initialization before caused mana pool reset events to be triggered
// So, we need them flushed to be able to set the manapool to whatever we need
GameObserver::Update(counter);
counter += 1.000f;
#ifdef TESTSUITE
if(testgame)
{
testgame->ResetManapools();
}
#endif
for(loadingite = loadingList.begin(); loadingite != loadingList.end(); loadingite++, cmdIndex++)
{
processAction(*loadingite);
size_t nb = actionsList.size();
for (int i = 0; i<6; i++)
{
// let's fake an update
GameObserver::Update(counter);
counter += 1.000f;
}
dumpAssert(actionsList.back() == *loadingite);
dumpAssert(nb == actionsList.size());
dumpAssert(cmdIndex == (actionsList.size()-1));
}
mLoading = false;
return result;
}
void GameObserver::logAction(Player* player, const string& s) {
if(player == players[0])
if(s != "")
logAction("p1." + s);
else
logAction("p1");
else
if(s != "")
logAction("p2." + s);
else
logAction("p2");
}
void GameObserver::logAction(MTGCardInstance* card, MTGGameZone* zone, size_t index, int result) {
stringstream stream;
if(zone == NULL) zone = card->currentZone;
stream << "p" << ((card->controller()==players[0])?"1.":"2.")
<< zone->getName()<< "[" << index << "] "
<< result << card->getLCName();
logAction(stream.str());
}
void GameObserver::logAction(const string& s)
{
if(mLoading)
{
string toCheck = *loadingite;
dumpAssert(toCheck == s);
}
actionsList.push_back(s);
};
bool GameObserver::undo()
{
stringstream stream;
stream << *this;
DebugTrace(stream.str());
return load(stream.str(), true);
}
void GameObserver::Mulligan(Player* player)
{
if(!player) player = currentPlayer;
logAction(player, "mulligan");
player->takeMulligan();
}
void GameObserver::serumMulligan(Player* player)
{
if(!player) player = currentPlayer;
logAction(player, "mulligan serum powder");
player->serumMulligan();
}
Player* GameObserver::createPlayer(const string& playerMode
#ifdef TESTSUITE
, TestSuiteGame* testgame
#endif //TESTSUITE
)
{
Player::Mode aMode = (Player::Mode)atoi(playerMode.c_str());
Player* pPlayer = 0;
switch(aMode)
{
case Player::MODE_AI:
AIPlayerFactory playerCreator;
if(players.size())
pPlayer = playerCreator.createAIPlayer(this, MTGCollection(), players[0]);
else
pPlayer = playerCreator.createAIPlayer(this, MTGCollection(), 0);
break;
case Player::MODE_HUMAN:
pPlayer = new HumanPlayer(this, "", "");
break;
case Player::MODE_TEST_SUITE:
#ifdef TESTSUITE
if(players.size())
pPlayer = new TestSuiteAI(testgame, 1);
else
pPlayer = new TestSuiteAI(testgame, 0);
#endif //TESTSUITE
break;
}
if(pPlayer)
{
players.push_back(pPlayer);
}
return pPlayer;
}
#ifdef TESTSUITE
void GameObserver::loadTestSuitePlayer(int playerId, TestSuiteGame* testSuite)
{
loadPlayer(playerId, new TestSuiteAI(testSuite, playerId));
}
#endif //TESTSUITE
void GameObserver::loadPlayer(int playerId, Player* player)
{
//Because we're using a vector instead of an array (why?),
// we have to prepare the vector in order to be the right size to accomodate the playerId variable
// see http://code.google.com/p/wagic/issues/detail?id=772
if (players.size() > (size_t) playerId) {
SAFE_DELETE(players[playerId]);
players[playerId] = NULL;
} else {
while (players.size() <= (size_t) playerId)
{
players.push_back(NULL);
}
}
players[playerId] = player;
}
void GameObserver::loadPlayer(int playerId, PlayerType playerType, int decknb, bool premadeDeck)
{
if (decknb)
{
if (playerType == PLAYER_TYPE_HUMAN)
{ //Human Player
if(playerId == 0)
{
char deckFile[255];
if (premadeDeck)
sprintf(deckFile, "player/premade/deck%i.txt", decknb);
else
sprintf(deckFile, "%s/deck%i.txt", options.profileFile().c_str(), decknb);
char deckFileSmall[255];
sprintf(deckFileSmall, "player_deck%i", decknb);
loadPlayer(playerId, NEW HumanPlayer(this, deckFile, deckFileSmall, premadeDeck));
}
}
else
{ //AI Player, chooses deck
AIPlayerFactory playerCreator;
Player * opponent = NULL;
if (playerId == 1) opponent = players[0];
loadPlayer(playerId, playerCreator.createAIPlayer(this, MTGCollection(), opponent, decknb));
}
}
else
{
//Random deck
AIPlayerFactory playerCreator;
Player * opponent = NULL;
// Reset the random logging.
randomGenerator.loadRandValues("");
if (playerId == 1) opponent = players[0];
#ifdef AI_CHANGE_TESTING
if (playerType == PLAYER_TYPE_CPU_TEST)
loadPlayer(playerId, playerCreator.createAIPlayerTest(this, MTGCollection(), opponent, playerId == 0 ? "ai/bakaA/" : "ai/bakaB/"));
else
#endif
{
loadPlayer(playerId, playerCreator.createAIPlayer(this, MTGCollection(), opponent));
}
if (playerType == PLAYER_TYPE_CPU_TEST)
((AIPlayer *) players[playerId])->setFastTimerMode();
}
}
#ifdef NETWORK_SUPPORT
NetworkGameObserver::NetworkGameObserver(JNetwork* pNetwork, WResourceManager* output, JGE* input)
: GameObserver(output, input), mpNetworkSession(pNetwork), mSynchronized(false)
{
mpNetworkSession->registerCommand("loadPlayer", this, loadPlayer, ignoreResponse);
mpNetworkSession->registerCommand("synchronize", this, synchronize, checkSynchro);
mpNetworkSession->registerCommand("sendAction", this, sendAction, checkSynchro);
mpNetworkSession->registerCommand("disconnect", this, disconnect, ignoreResponse);
}
NetworkGameObserver::~NetworkGameObserver()
{
mpNetworkSession->sendCommand("disconnect", "");
}
void NetworkGameObserver::disconnect(void*pxThis, stringstream&, stringstream&)
{
NetworkGameObserver* pThis = (NetworkGameObserver*)pxThis;
pThis->setLoser(pThis->getView()->getRenderedPlayerOpponent());
}
void NetworkGameObserver::Update(float dt)
{
mpNetworkSession->Update();
::GameObserver::Update(dt);
}
void NetworkGameObserver::loadPlayer(int playerId, Player* player)
{
GameObserver::loadPlayer(playerId, player);
stringstream out;
out << *player;
mpNetworkSession->sendCommand("loadPlayer", out.str());
}
void NetworkGameObserver::loadPlayer(void*pxThis, stringstream& in, stringstream&)
{
NetworkGameObserver* pThis = (NetworkGameObserver*)pxThis;
Player* pPlayer = 0;
string s;
while(std::getline(in, s))
{
if (s.find("mode=") == 0)
{
pPlayer = pThis->createPlayer(s.substr(5)
#ifdef TESTSUITE
, 0
#endif //TESTSUITE
);
}
if(pPlayer && (!pPlayer->parseLine(s)))
{
break;
}
}
}
void NetworkGameObserver::synchronize()
{
if(!mSynchronized && mpNetworkSession->isServer())
{
stringstream out;
out << *this;
mpNetworkSession->sendCommand("synchronize", out.str());
mSynchronized = true;
}
}
void NetworkGameObserver::synchronize(void*pxThis, stringstream& in, stringstream& out)
{
NetworkGameObserver* pThis = (NetworkGameObserver*)pxThis;
// now, we need to load the game from player 2's perspective
pThis->load(in.str(), false, 1);
out << *pThis;
}
void NetworkGameObserver::checkSynchro(void*pxThis, stringstream& in, stringstream&)
{
NetworkGameObserver* pThis = (NetworkGameObserver*)pxThis;
GameObserver aGame;
aGame.mRules = pThis->mRules;
aGame.load(in.str());
assert(aGame == *pThis);
}
void NetworkGameObserver::sendAction(void*pxThis, stringstream& in, stringstream&)
{
NetworkGameObserver* pThis = (NetworkGameObserver*)pxThis;
pThis->mForwardAction = false;
pThis->processAction(in.str());
pThis->mForwardAction = true;
//out << *pThis;
}
void NetworkGameObserver::logAction(const string& s)
{
GameObserver::logAction(s);
if(mForwardAction)
mpNetworkSession->sendCommand("sendAction", s);
}
#endif